Skilevak (Pathfinder Creature)

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Size/Type: Medium Undead
Hit Dice: 8d8+32 (64 hp)
Initiative: +6 Senses: Lifesense 60' (Su), All around vision (Ex), Darkvision 30', Perception +
Speed: 20 ft. (40 ft. fly)
Armor Class: 17 (+4 Armor, +3 Dex), touch 13, flat-footed 14
Base Attack Bonus: +6/+1
CMB/CMD: +5/+18
Attack: Two slam attacks (+5/+0 melee, 1d6-1 Bludgeoning)
Full Attack:
Space/Reach: /
Special Attacks: Confusing gaze (Will DC 20 or Will DC 15 if subject passes Knowledge(Religion) or Monster Lore check at DC 20)

Spell-Like Abilities (CL 8th):
Constant - Detect Magic, Mage Armor
At Will - Ray of Frost, Mage Hand, Open/Close
3/Day - Corrosive Touch (+5 touch attack, 5D4 acid damage), Shield (not factored into AC)
1/Day - Summon Spectre

Special Qualities: Immune to Undead Traits (Ex), Aura: Unnatural 30' (animals do not willingly approach the creature unless the animal's master makes a DC 25 Handle Animal, Ride, or wild empathy check)
Saves: Fort +6, Ref +5, Will +8
Abilities: Str 8, Dex 16, Con —, Int 12, Wis 15, Cha 18
Skills: Acrobatics +9, Fly +16, Knowledge (Arcana) +8, Perception +19, Sense Motive +13, Spellcraft +12(Arcana) +(4 ranks +1 int +3 class), Perception + (8 ranks +2 wis +3 class +4 racial), Sense Motive + (8 ranks +2 wis +3 class), Spellcraft + (8 ranks +1 int +3 class)
Languages: Common, plus one randomly generated language
Feats: Improved Initiative, Acrobatic, Skill Focus (Perception), Ability Focus (Gaze)
Challenge Rating: 12
Alignment: Chaotic Neutral
Level Adjustment:

This grotesque creature looms as tall as an ogre, its upper body appearing as a skeletally-thin humanoid figure. Its face is shrouded by a ragged piece of skin shaped like a pair of membranous wings, from which glare burning orange orbs. Below the waist, two fat tentacles grow, each of them studded with dozens of lidless eyes. It is clad in a motley of garishly colored fabric, tailored into a crude costume.


All-Around Vision (Ex): The floating eyeballs which serve as a Skilevak's legs allow it to see in all directions. Skilevacs gain a +4 racial bonus to Perception checks and cannot be flanked.

Lifesense (Su): While the Skilevak's floating eyeball legs are its primary source of sight, the symbiotic bat which spends most of its time attached to its face provides lifesense so long as the bat remains attached. This is lost whenever the Skilevak uses the bat to attack or if the bat is forcibly removed (DC 18 strength check).

Bat (Ex): As a move action a Skilevak can willingly detach the bat affixed to its face, losing it's own lifesense ability in doing so. Treat the bat as a bat familiar equivalent to Witch level 8 (the Skilevac can use this bat to deliver its spell-like abilities). The bat may re-attach as a swift action so long as it is within the Skilevak's space.

Summon Spectre (Su): By spending a full-action, the Skilevak may summon 1D3 spectres which act immediately after being summoned. They will remain until either they or the Skilevak that summoned them are destroyed, or until dispelled by the Skilevak. These are normal spectres as listed in Bestiary I, with the exception that they lack the ability to create spawn.

Gaze (Su): Making eye contact with any part of the Skilevak is maddenning to even the most jaded of adventurers. All those within 30' of a Skilevac must make a Will save (DC 20) or be dazed. A Skilevak may also choose to focus its gaze at a specific target as an attack action so long as it's symbiotic bat is affixed to its face, which must make a Will save (DC 20) or be confused for 1D4+1 rounds. In this way it is possible for an opponent to save against the Skilevac's gaze twice during the same round, once before the opponent’s action and once during the creature’s turn. To determine a confused opponent's behavior, roll percentile dice and consult the chart below:

01 - 25: Act normally 26 - 50: Do nothing but babble incoherently 51 - 75: Deal 1D8 points of damage + Str modifier to self with item in hand 76 - 100: Attack nearest creature (for this purpose, a familiar counts as part of the subject's self)

A savvy adventurer can attempt to make a Knowledge(Religion) or Monster Lore check (DC 20) to discover that speaking the Skilevak's name thrice backwards will end the confusion or daze effect. Speaking the Skilvak's name backwards is no easy feat, however, so this reduces the Will save DC to 15.


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